// Kony


#include "AbilitySystem/Abilitys/Spell/ArcaneShards.h"


//当前技能描述
FString UArcaneShards::GetDescription(int32 Level, const FText& Title, const FText& Description)
{
	const float ScaledDamage = Damage.GetValueAtLevel(Level);
	TArray<FStringFormatArg> Args;
	Args.Add(FStringFormatArg(FString::Printf(TEXT("%.1f"), ScaledDamage)));
	Args.Add(FStringFormatArg(FString::Printf(TEXT("%.1f"), FMath::Abs(GetManaCost(Level)))));
	Args.Add(FStringFormatArg(FString::Printf(TEXT("%.1f"), GetCooldown(Level))));
	Args.Add(FStringFormatArg(Level));
	Args.Add(FStringFormatArg(FMath::Min(Level, MaxNumShards)));
	
	return FormatAbilityDescription(Level, Title, Description, Args);
}
//下一级技能描述
FString UArcaneShards::GetNextLevelDescription(int32 Level, const FText& Title, const FText& Description)
{
	const float ScaledDamage = Damage.GetValueAtLevel(Level);
	TArray<FStringFormatArg> Args;
	Args.Add(FStringFormatArg(FString::Printf(TEXT("%.1f"), ScaledDamage)));
	Args.Add(FStringFormatArg(FString::Printf(TEXT("%.1f"), FMath::Abs(GetManaCost(Level)))));
	Args.Add(FStringFormatArg(FString::Printf(TEXT("%.1f"), GetCooldown(Level))));
	Args.Add(FStringFormatArg(Level));
	Args.Add(FStringFormatArg(FMath::Min(Level, MaxNumShards)));
	
	return FormatNextLevelDescription(Level, Title, Description, Args);
}
